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- real fog of war - no (at least not on my end, this is an XML-only mod)
- Rebuild doors and corners - yes, merges two glasses if you have ReplaceLib https://gtm.steamproxy.vip/workshop/filedetails/?id=3417393194
- Open the windows - according to the description they are made out of metal, but if Glass+Lights is installed, they are made out of Glass+Lights glass. So if you load TMaterials after both, glass from Glass+Lights is replaced by Tmaterial glass, and Open the window will also use tmaterial glass. Without Glass+Lights they will be made out of metal
Rebuild doors and corners?
Open the windows?
By the way I also tried adding Dubs Skylights Glass+Light Patch and it loaded with no errors as well. Maybe its a loading order issue, for example you had Dubs Skylights Addon R:DC Patch before both Dubs Skylights Addon and ReBuild: Doors and Corners
Could not resolve cross-reference to Verse.RecipeDef named TMaterials_GlassBlocks (wanter=recipes)
Could not resolve cross-reference to Verse.RecipeDef named TMaterials_GlassChunks (wanter=recipes)
Could not resolve cross-reference to Verse.RecipeDef named TMaterials_GlassBlocks (wanter=recipes)
Could not resolve cross-reference to Verse.RecipeDef named TMaterials_GlassTempered (wanter=recipes)
Added compatibility with Rebuild doors and corners. It will be enabled if you have ReplaceLib https://gtm.steamproxy.vip/workshop/filedetails/?id=3417393194 installed.
It replaces their glass with mine (because the other way it stops being a material), but I changed it to use their texture cause its better. And my recipes get replaced with their recipes
There are other buggy options things occuring with this mod, don't know why.
Just click yours off
[TMaterials - Glass - Start of stack trace]
Verse.PatchOperationReplace(xpath="Defs/ResearchProjectDef[defName="TMaterials_GlassAdvanced"]/description"): Failed to find a node with the given xpath
XmlExtensions.OptionalPatch(key='TMaterials_GlassMedieval', defaultValue='false'): Error in <caseTrue> in the operation at position=9
Verse.PatchOperationFindMod(Medieval - Vanilla): Error in <nomatch>
[End of stack trace]
Source file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2845463213\1.6\XMLExtensions\Patches\TMaterialsGlass_Patches.xml
<isAirtight>true</isAirtight>
to, for example, just the tempered glass would make sense to me.
Could not resolve cross-reference: No Verse.ResearchProjectDef named Glassworks found to give to Verse.RecipeDef RB_Make_GlassFromChunks
...
Could not resolve cross-reference: No Verse.ResearchProjectDef named Glassworks found to give to Verse.RecipeDef RB_Make_BallisticGlassFromChunks
https://gist.github.com/HugsLibRecordKeeper/ac8a30803fc869dfcdf854dc164b6518
But it did need some C# and a new graphicClass.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3536964873
Also apparently there is <graphicClass>Transparent</graphicClass> for buildings according to https://ludeon.com/forums/index.php?topic=35267.0 , and this is literally the only place on the internet where that graphicClass is mentioned, so idk if it actually works
But i really need it to be able to go under 128 also.
Maybe it can be done in C# by making a new graphicClass?
I think you can add it to anything with color. For example I also made a transparent genes mod with <skinColorOverride>RGBA(0.5,0.5,0.5,0.71)</skinColorOverride>. For buildings transparency can be added directly to texture png, but I think changing the color in XML would also work.
I'm looking a bit at your mod how it is done.
Can this be added directly to buildings also?
And you say it does not work well under 128? What happens if you go lower or set it to 0?
Should glass walls be airtight, would that that be balanced?